02-29-2016, 04:54 AM
Status infliction can go into the triple-digits or the negatives, and that's a big part of what's making it so difficult to balance... especially when it's based on statistics that are flat values instead of rolls. I may as well pitch in my own formula.
Status infliction chance = (1/2 WIL + SKI + LUC + 20 + modifiers)% * (100 - opponent's RES/2 - LUC/2)% Result is then multiplied by (100 - status resist modifiers)%.
Some examples for this:
Late game WIL-based character: 60 WIL + 30 SKI + 30 LUC VS 50 RES + 30 LUC (Status infliction chance: 110% * 60% = 66% without modifiers)
Early game WIL-based character: 10 WIL + 8 SKI + 3 LUC VS 5 RES + 3 LUC (Status infliction chance: 36% * 97% = ~35% without modifiers) This is definitely a step up early-game.
Late game SKI-based character: 30 WIL + 60 SKI + 30 LUC VS 50 RES + 30 LUC (Status infliction chance: 125% * 75% = 50% without modifiers)
Early game SKI-based character: 8 WIL + 10 SKI + 3 LUC VS 5 RES + 3 LUC (Status infliction chance: 37% * 97% = ~36% without modifiers)
To change those higher values up a bit to a high infliction VS low resistance character:
60 WIL + 30 SKI + 30 LUC VS 20 RES + 30 LUC (Status infliction chance: 110% * 75% = ~82% without modifiers)
30 WIL + 60 SKI + 30 LUC VS 20 RES + 30 LUC (Status infliction chance: 125% * 75% = ~93% without modifiers)
This would help alleviate the triple-digit infliction, as well as completely prevent negative infliction. I don't really have anything further to contribute, so best of luck to you.
Edit: I'm bad at math, I'm sorry.
Status infliction chance = (1/2 WIL + SKI + LUC + 20 + modifiers)% * (100 - opponent's RES/2 - LUC/2)% Result is then multiplied by (100 - status resist modifiers)%.
Some examples for this:
Late game WIL-based character: 60 WIL + 30 SKI + 30 LUC VS 50 RES + 30 LUC (Status infliction chance: 110% * 60% = 66% without modifiers)
Early game WIL-based character: 10 WIL + 8 SKI + 3 LUC VS 5 RES + 3 LUC (Status infliction chance: 36% * 97% = ~35% without modifiers) This is definitely a step up early-game.
Late game SKI-based character: 30 WIL + 60 SKI + 30 LUC VS 50 RES + 30 LUC (Status infliction chance: 125% * 75% = 50% without modifiers)
Early game SKI-based character: 8 WIL + 10 SKI + 3 LUC VS 5 RES + 3 LUC (Status infliction chance: 37% * 97% = ~36% without modifiers)
To change those higher values up a bit to a high infliction VS low resistance character:
60 WIL + 30 SKI + 30 LUC VS 20 RES + 30 LUC (Status infliction chance: 110% * 75% = ~82% without modifiers)
30 WIL + 60 SKI + 30 LUC VS 20 RES + 30 LUC (Status infliction chance: 125% * 75% = ~93% without modifiers)
This would help alleviate the triple-digit infliction, as well as completely prevent negative infliction. I don't really have anything further to contribute, so best of luck to you.
Edit: I'm bad at math, I'm sorry.